Dire Shocker Lizard (Advanced Hit Dice) CR 11
Always Neutral Gargantuan Dire Animal
Init +4 (+0 dex, +4 Improved Initiative)
AC 20 FF 20 Touch 6
(-4 size, +14 natural)
HD: 13
HP: 175 (13d10+117)
Fort +17 Ref +8 Will +9
Speed 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Base Atk +13 Grp +41
Attack: Bite +25 1d4+16
Full Attack: Bite +25 1d4+16
Space 20 ft. (4 squares) Reach 15 ft. (3 squares)
Abilities Str 42(+16) Dex 11(+0) Con 29(+9) Int 2(-4) Wis 12(+1) Cha 6(-2)
Stat Points Gained From Advancement: 3
Total Feats: 5
Feats: Improved Initiative
Skill Points: 16
Skills: Climb +18, Hide +2, Jump +18, Listen +3, Spot +3, Swim +18
Stunning shock(Su): Reflex save DC 25(+6 HD, +0 Racial, +9 Con, +0 Feat)
Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex half ). The save DC is Constitution-based.
lethal shock(Su): Reflex save DC 25(+6 HD, +0 Racial, +9 Con, +0 Feat)
Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save ( + number of lizards contributing) reduces the damage by half.
Darkvision(Ex): 60 ft.
electricity sense(Ex):
immunity to electricity(Ex):
low-light vision(Ex):
Advancement [5-8(Gargantuan), 9-12(Colossal), 13-16(Colossal)]
Link for 3.5 version of creature
Link for Pathfinder version of creature